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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <AnimNode_SpringBone.h>
Inheritance diagram for FAnimNode_SpringBone:Additional Inherited Members | |
Protected Member Functions inherited from FAnimNode_SkeletalControlBase | |
| virtual ANIMGRAPHRUNTIME_API void | UpdateComponentPose_AnyThread (const FAnimationUpdateContext &Context) |
| virtual ANIMGRAPHRUNTIME_API void | EvaluateComponentPose_AnyThread (FComponentSpacePoseContext &Output) |
| virtual ANIMGRAPHRUNTIME_API void | EvaluateComponentSpaceInternal (FComponentSpacePoseContext &Context) |
| ANIMGRAPHRUNTIME_API void | AddDebugNodeData (FString &OutDebugData) |
Protected Member Functions inherited from FAnimNode_Base | |
| template<typename DataType > | |
| const DataType & | GetData (UE::Anim::FNodeDataId InId, const UObject *InObject=nullptr) const |
| template<typename DataType > | |
| DataType * | GetInstanceDataPtr (UE::Anim::FNodeDataId InId, UObject *InObject=nullptr) |
| ENGINE_API bool | IsLODEnabled (FAnimInstanceProxy *AnimInstanceProxy) |
| virtual ENGINE_API void | OnInitializeAnimInstance (const FAnimInstanceProxy *InProxy, const UAnimInstance *InAnimInstance) |
Simple controller that replaces or adds to the translation/rotation of a single bone.
| FAnimNode_SpringBone::FAnimNode_SpringBone | ( | ) |
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overridevirtual |
Called to cache any bones that this node needs to track (e.g. in a FBoneReference). This is usually called at startup when LOD switches occur. This can be called on any thread.
| Context | Context structure providing access to relevant data |
Reimplemented from FAnimNode_SkeletalControlBase.
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overridevirtual |
Reimplemented from FAnimNode_SkeletalControlBase.
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overridevirtual |
Called to gather on-screen debug data. This is called on the game thread.
| DebugData | Debug data structure used to output any relevant data |
Reimplemented from FAnimNode_Base.
Override this to indicate that PreUpdate() should be called on the game thread (usually to gather non-thread safe data) before Update() is called. Note that this is called at load on the UAnimInstance CDO to avoid needing to call this at runtime. This is called on the game thread.
Reimplemented from FAnimNode_Base.
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overridevirtual |
Called when the node first runs. If the node is inside a state machine or cached pose branch then this can be called multiple times. This can be called on any thread.
| Context | Context structure providing access to relevant data |
Reimplemented from FAnimNode_SkeletalControlBase.
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overridevirtual |
Reimplemented from FAnimNode_SkeletalControlBase.
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overridevirtual |
Override this to perform game-thread work prior to non-game thread Update() being called
Reimplemented from FAnimNode_Base.
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overridevirtual |
Reimplemented from FAnimNode_SkeletalControlBase.
| uint8 FAnimNode_SpringBone::bHadValidStrength |
Did we have a non-zero ControlStrength last frame.
| uint8 FAnimNode_SpringBone::bLimitDisplacement |
Limit the amount that a bone can stretch from its ref-pose length.
| FVector FAnimNode_SpringBone::BoneLocation |
World-space location of the bone.
| FVector FAnimNode_SpringBone::BoneVelocity |
World-space velocity of the bone.
| uint8 FAnimNode_SpringBone::bOverrideOwnerVelocity |
Option to override owner velocity used by spring controller.
| uint8 FAnimNode_SpringBone::bRotateX |
If true take the spring calculation for rotation in X
| uint8 FAnimNode_SpringBone::bRotateY |
If true take the spring calculation for rotation in Y
| uint8 FAnimNode_SpringBone::bRotateZ |
If true take the spring calculation for rotation in Z
| uint8 FAnimNode_SpringBone::bTranslateX |
If true take the spring calculation for translation in X
| uint8 FAnimNode_SpringBone::bTranslateY |
If true take the spring calculation for translation in Y
| uint8 FAnimNode_SpringBone::bTranslateZ |
If true take the spring calculation for translation in Z
| double FAnimNode_SpringBone::ErrorResetThresh |
If spring stretches more than this, reset it. Useful for catching teleports etc
| FVector FAnimNode_SpringBone::LocalBoneTransform |
Cache of previous frames local bone transform so that when we cannot simulate (timestep == 0) we can still update bone location
| double FAnimNode_SpringBone::MaxDisplacement |
If bLimitDisplacement is true, this indicates how long a bone can stretch beyond its length in the ref-pose.
| FVector FAnimNode_SpringBone::OwnerVelocity |
Velocity of the owning actor
| FVector FAnimNode_SpringBone::OwnerVelocityOverride |
| FBoneReference FAnimNode_SpringBone::SpringBone |
Name of bone to control. This is the main bone chain to modify from.
| double FAnimNode_SpringBone::SpringDamping |
Damping of spring
| double FAnimNode_SpringBone::SpringStiffness |
Stiffness of spring